Real-Time Scene Collaboration
Scene Fusion syncs your Unity Editor in real-time so your whole team can work in the same scene simultaneously. No merge conflicts from scene files, no "I'm in the scene, give me five minutes." Free for teams of two.
In production
Synty Studios has shipped hundreds of Unity asset packs with remote teams, and built every demo scene with Scene Fusion. Here they are assembling a level live with seven people in the session.
"I don't know why it's not a standard feature in Unity."
Synty Studios Read the case study →
"It has potential to save about a day per week of back and forth and reworks."
"We start out any pack in Scene Fusion to greybox the demo scene, then use it to build out areas, QC the result, and train new team members. Start to finish."
How it works
No separate server to run, no infrastructure to configure. One team member hosts, everyone else joins.
Add Scene Fusion via the Unity Package Manager. The panel appears under Window → Scene Fusion. Sign in with your KinematicSoup account, or create one free.
One team member opens the scene files they want to work on and starts a Session from the Scene Fusion panel. Scene Fusion handles the initial sync to bring remote team members up to date.
Remote collaborators join the session from their own Scene Fusion panel. From that point, every change appears in everyone's editor as it happens: moved objects, adjusted properties, new GameObjects.
Features
When a team member selects a GameObject, it locks to them. Other users see it as locked and can't modify it simultaneously. Deselect to release. No coordination overhead, no overwritten work.
Multiple team members can sculpt and paint terrain simultaneously. Scene Fusion syncs terrain height maps and terrain layer assets, so landscape work doesn't have to be serialized.
Changes to component properties replicate instantly to every connected editor: positions, rotations, light intensities, material assignments. What you move, everyone sees move.
Script recompiles and Play mode temporarily disconnect the session. Scene Fusion reconnects automatically when the editor returns to Edit mode. No manual rejoin needed.
Add collaborators from the console. They receive an email link that joins them directly to your project with no separate sign-up step. Free accounts support up to two collaborators.
The cloud version routes sync through KinematicSoup's servers and requires a free account. LAN editions are available on the Unity Asset Store for teams that need to work offline or without a cloud dependency.
Sync scope
Scene Fusion syncs Unity's built-in component system. Knowing what's covered before your first session saves confusion later.
Synced out of the box
Not synced
HideInHierarchy or DontSaveInEditorPlugin compatibility
Scene Fusion syncs through Unity's standard component serialization. Plugins that store data as ordinary Unity components (the kind visible and editable in the Inspector) sync automatically with no extra work.
For plugins that manage their own data formats, you have two options. Attach the ksIgnore component to any GameObject to tell Scene Fusion to skip it, its components, or its children entirely. This is a quick way to keep a non-syncing plugin from causing issues mid-session. For full sync support, we can build a compatibility extension that teaches Scene Fusion how to handle that plugin's data.
We offer a service to build these extensions. Each one integrates with your existing Scene Fusion installation. Get in touch to discuss scope.
Examples
ksIgnore to exclude the object, its components, or its children In their words
"Scene Fusion has been invaluable for me and my team in our collaborative process, and makes environment reviews more productive. We can iterate quickly allowing us to develop massive environments which are synchronized across the network instantly, allowing us to focus on our title's development, rather than on source control workarounds."
"Scene Fusion is a game changer in the classroom! The importance of having real-time collaboration as we design and develop games and animations cannot be overstated. If you are not using Scene Fusion you should be!"
Free for teams of two. Install via Unity Package Manager in under a minute. LAN editions available on the Asset Store for offline teams.